Recently in the History Category

A 2001 article from the Columbia Journalism Review... blogging it because one of my journalism courses this fall will focus on election coverage.
What's sure is that TV's election night practices are in for significant reupholstery well before the 2002 races. Several networks promise they'll project winners in the future only when all polls have closed in a state, not just a majority of them. ABC intends to advise viewers that projections are "informed, statistically based estimates" of the probable outcome of elections, not definitive declarations. They'll also remove television sets from the proximity of their decision desks so that analysts feel less pressured to make hasty calls.

Beyond that, legislators -- mostly in the person of congressman Billy Tauzin, Republican of Louisiana -- have been scrutinizing TV's election night performance. Tauzin says he won't sponsor any bill aimed at preventing exit polls or limiting vote projections -- legislation which, in any case, would clearly affront the First Amendment. He and a Democratic congressman, Ed Markey of Massachusetts, are introducing legislation to require the fifty states to close their polls at the same moment -- an often-proposed idea that would force drastic changes in the way TV news handles projections.

Despite the mistakes, gaffes, and embarrassments, or perhaps because of them, election night 2000 attracted the most households and viewers to TV screens since Nielsen began keeping such records with the 1960 Kennedy-Nixon cliffhanger. The late-night host Conan O'Brien joked that the networks were so thrilled with the ratings that they plan to call all elections incorrectly from now on.

The public's loss of trust in television news, however, was no laughing matter. In a CNN poll 79 percent of Americans said the networks did not act "responsibly" on election night. In future close elections, will most viewers believe what the networks tell them? How long will it take to regain their confidence? Why serve up quick-draw projections at all, since the public isn't clamoring for them? Is it really worth each network's paltry saving of $5-$10 million per election cycle to cede to a single entity so much influence and discretion? Or, contrarily, should the networks dismantle their individual decision desks and delegate a reconstituted, better funded VNS to make all projections, but in a more cautious, unhurried, less frenzied, and non-competitive mode?


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The other day at the Westmoreland Museum of American Art, I attended a brown bag talk given by my Seton Hill colleague, Maureen Vissat, The Art of the 1940s: Styles and Influences. I had seen her present as part of a series of teaching demonstrations, so I knew her talk would be excellent. She wove interesting details from the lives of notable painters and gallerists to form an informative picture of how art and artists are made, and the dual role of the gallery as archive of what is already established and promoter of the new and innovative. Her slide show included several shots of the gallery spaces, not just close-ups of the paintings or portraits of the artists themselves.

Her talk was timed to coincide with an exhibit of American painters of the 1940s. Unfortunately, there doesn't appear to be a permalink for this gallery, but for the moment, and presumably unitl the exhibit closes in October, there's a description on the current exhibitions page.
[T]his exhibition reconstructs a sampling of the exhibitions of the same title organized by Carnegie Institute in Pittsburgh (now Carnegie Museum of Art) from 1943 to 1949 and includes 48 paintings, of which 42 are the actual works that were selected for exhibitions over the seven-year period. These annual exhibitions of American painting replaced the Institute's annual Carnegie International while it was suspended due to World War II.
I've included thumbnails of some of my favorite paintings below.

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July 17, 2008

EDSAC Source

On a listserv of which I'm a member, Jerome McDonough points out that Tennis for Two is an analog game, so not only does it not require a computer, the medium itself -- an oscilloscope -- is an analog, so the information being represented on the screen isn't digital at all.  An even earlier game, and the first game to use digital graphics, is Noughts and Crosses (1952).

This page lists the source code for the world[']s first computer game and incidentally the world[']s first computer based version of noughts and crosses (tic tac toe).

This is the original source code written by A.S. Douglas that was loaded from a punched paper tape and run on the EDSAC machine. It is written in an assembler. even for those of us who are unfamiliar with the EDSAC instruction set and it's assembly language some parts of the code look reasonably comprehensible. The most impressive feature is it's length - this very short piece of code manages a good game of noughts and crosses.

Keen to find out more? Then download the EDSAC simulator and the documentation from www.dcs.warwick.ac.uk/~edsac/ You can then follow this algorithm or try your hand at programming the worlds first programmable computer.


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Modern recreation of the 1958 video game "Tennis for Two" (Evil Mad Scientist Laboratories)

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I came across this brief article in Pocket Gamer. I don't have an iPhone, so I can't check out this version of the game.  The 1977 date for the Don Woods expansion is correct, but ("[s]ources that incorrectly date Crowther's original to 1972 or 1974... are sourced thinly if at all. The new evidence establishes that Crowther wrote the game during the 1975-76 academic year and probably abandoned it in early 1976." --DHQ )
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Forget motion-sensing and touchscreen malarkey. What you want from a modern-day iPhone game is a proper text adventure, where you get to type GO NORTH, HIT TROLL WITH AXE, and LKHJ VSDJD.

(Okay, we're still having the odd problem with the iPhone's pop-up keyboard).

Anyway, iPhone has its first text adventure, and it's actually the first text adventure ever made.

It's listed as Advent on the App Store, but the screenshot calls it Adventure, and the product text points out that it's also known as Colossal Cave Adventure or just Colossal Cave. Hope that's clear.


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This Wired article also mentions the Canadian Roberts variation. When I was living in Canada, I remember being annoyed at having to buy special screwdrivers for furniture that I bought there.  I actually came across a set of Roberts power tool heads that someone had thrown into a gutter. True story. 
The Phillips screw and screwdriver were patented this day in 1936.
Courtesy U.S Patent and Trademark Office

1936: Henry F. Phillips receives patents for a new kind of screw and the new screwdriver needed to make it work. It changes the worlds of mass production and machine repair, not to mention your home toolbox. (Randy Alfred, Wired)


Other, screw-related blog entries:


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Great news for fans of robot history and cinema history:
Last Tuesday Paula Félix-Didier travelled on a secret mission to Berlin in order to meet with three film experts and editors from ZEITmagazin. The museum director from Buenos Aires had something special in her luggage: a copy of a long version of Fritz Lang's Metropolis, including scenes believed lost for almost 80 years. After examining the film the three experts are certain: The find from Buenos Aires is a real treasure, a worldwide sensation. Metropolis, the most important silent film in German history, can from this day on be considered to have been rediscovered. (Zeit Online)
Metropolis is truly stunning -- the architecture of the futuristic city scenes was a big influence on Blade Runner, and on pretty much every science fiction film since. Let's hope someone with deep pockets finances a thorough restoration of the movie.

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July 2, 2008

3-second Men

From MetaFilter, which is better known as a link filter, comes this detailed story about one small but important part of the Battle of Gettysburg.
They smash into the oncoming lines and stop the Southern charge, but their success proves their undoing. As they push the center of the rebel lines back, the wings enfold them and they are soon caught in a sack. For every Minnesotan fighting, there are 6 Alabamans trying to kill him, sometimes from the distance of a handshake. The rebels are so thick around the 1st Minnesota that many Southerners are injured by friendly fire. The Minnesotans take cover behind trees and boulders as their world is reduced to smoke and screams, the ssszzz of bullets passing and the thock of bullets hitting home. Colvill is struck in the shoulder and foot. LTC Adams is hit six times. Maj. Downie is shot through both arms. Cpts. Muller and Periam, along with Lt. Farr, are all killed. Every officer is a casualty. The flag of the 1st Minnesota falls 5 times and is picked up 5 times. They fail to capture the enemy colors. They have stopped the charge, but they cannot retreat because they know that Hancock's implicit orders were to hold the rebels until he can patch the hole in the lines above them. So they stand and die.

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Look who's up there with Ada Lovelace and Grace Hopper:

Famous women programmers are Adele Goldberg, who worked at Xerox PARC laboratory and wrote a number of SmallTalk books, Grace Hopper, a pioneer in the field who wrote the first compiler, Ada Lovelace, credited as being the first programmer, Emily Short, who played a major role in the development of the interactive fiction development system Inform 7, and Pamela Crossely, creator of SIMPLE for academic management of web pages and related Unicode-capable applications for teaching and research. (grok-code.com)


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Editor and Publisher:
The newest version of the Associated Press Stylebook is available, and if you follow it, "WMD," "iPhone" and "anti-virus" are in, while "barmaid," "blue blood" and "malarkey" are out. Those are just some of the changes to its rules for certain often-used phrases and words. There are also new acceptable forms of describing the Sept. 11 attacks, and a different rule for use for "African-American."
Via the Reeves Library weblog, which recently also announced the discovery of a bit of journalism history and a letter found on what should have been a dark and stormy night.

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June 5, 2008

How the Web Was Won

I haven't read through the whole (dorkily named) article, but I'm blogging it so I can find it later when I update the "Writing for the Internet" course I'll be teaching this fall. I try to include at least a little history, since most students are surprised to learn the internet is about as old as I am. Vanity Fair:
Fifty years ago, in response to the surprise Soviet launch of Sputnik, the U.S. military set up the Advanced Research Projects Agency. It would become the cradle of connectivity, spawning the era of Google and YouTube, of Amazon and Facebook, of the Drudge Report and the Obama campaign. Each breakthrough--network protocols, hypertext, the World Wide Web, the browser--inspired another as narrow-tied engineers, long-haired hackers, and other visionaries built the foundations for a world-changing technology.

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The BBC offers a pleasant bit of retrophilia. (Thanks for the link, Robert.)

Mrs Huggins tried using a computer about 15 years ago and the memory is still raw. "I had four pages of instructions I had to learn, to send [my previous employers] the stories. Then the blooming thing blew up and they told me that it was my fault, and it wasn't, it just burnt out."

She says she can produce her stories at least as quickly as her rivals, because the risk of technical failure is virtually nil - she keeps a spare typewriter at hand - and because the typewriter encourages her to get the story right first time.

This may sound like an impossibly Spartan ideal, where cut and paste is done with scissors and glue, and deleted words remain on the page as angry little blobs. But for some left jaded and distracted by their smarty-pants computers, it is tempting.

The writer Will Self is a convert. He went back to using a manual typewriter several years ago. "I think the computer user does their thinking on the screen, and the non-computer user is compelled, because he or she has to retype a whole text, to do a lot more thinking in the head," he said in a recent interview.


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From an article I published in 1997, back when I thought I was pretty hot stuff to include postage-stamp-sized video clips on a website. The website also featured a Java simulation of the outdoor pageant that celebrated the Feast of Corpus Christi (which is today).
The outdoor theatrical event in the medieval city of York, England, known to its performers and audiences as the "Corpus Christi Play," is a collection of brief religious plays that together represent the story of Christian salvation. The York cycle is one of four that have survived in more or less complete form. The others are known as Chester, Wakefield, (after the cities where they were performed) and N-Town (now identified with no known city, but formerly identified as Townley). The York cycle was performed nearly every year, on the feast of Corpus Christi (Latin for the Body of Christ). The plays were already an established tradition in the late 14th century, and they continued in one form or other (weakened by Protestant censorship) until the mid-to-late 16th century.

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Mike Musgrove, Post I.T. (Washington Post)

One computer historian joked that the game's release "set the entire computer industry back two weeks" when it appeared on Arpanet, the U.S. government-designed Internet precursor, about 30 years ago.

That link, by the way, connects to the page of associate English professor Dennis G. Jerz, of Seton Hill University, who published an article last year about Adventure that made a splash on techy sites such as Slashdot. Jerz, who attended the MITH event, wrote about how the classic game's virtual world is actually based on a real cave in Kentucky.

Fraistat said he thinks that virtual worlds will come to be seen as a type of literature. "Definitely," he said. "These games are literary in their founding. The more evocative the text, the more it seems like a novel you can travel through."


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#6 is devoted to Infocom text adventures:

And the fact is, the classic Infocom games (I have left it to the reader to pick his or her favorite, as there were so many of such a high quality that it is folly to pick one for this list) were just tremendous entertainment, mainly for two reasons:

Reason 1 is their goofy advertising slogan, which said in one way or another with great irony that their games "had the best graphics". Ha ha ha, yeah, had the best graphics, even though they had no graphics. So clever! But goddammit, tell me you have any visual memory of any video game ever as crisp, vivid, and lifelike as standing in that field west of that white house. Because I sure as hell don't. I can recall every inch of the first level of Doom, better than I can my own house, but I still only see it in 320×200 resolution. That white house exists, thoroughly and completely. And that just makes every moment of one of these games so much more real, more compelling than any graphics could muster.

Reason 2 is that finally unlocking that door and entering the hidden room is as satisfying as any experience to be found in any video game ever. It's almost sexual. It was even better back when you knew you'd done it because the floppy disk drive would have to spool up. Just the thought of it is enough to bring on goosebumps.

The site is heavy on the nostalgia, but does a great job describing why the text games worked their way into our memories.


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Our Sons their Father's failing mainframes see, And where lies reel-to-reel goes USB.

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The idea isn't new, but the phrasing is clear and effective.  Todd Alcott:
Just as movies began as novelties shown before "real" entertainment, or as nickel entertainments in amusement arcades, well, that describes the early days of gaming as well. Movies went from Train Arriving at a Station to The Great Train Robbery in twelve years and from the 15-minute Great Train Robbery to the maximum-opus Birth of a Nation in seven. Gaming started with Pong and Pac-Man in the 70s and got to Doom in the 90s, then Half-Life a mere four years later. If Half-Life is the Birth of a Nation, that means that the Gone With the Wind of gaming is still in our future, and the Godfather of gaming as well.

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Imagine that, since childhood, you've been a fan of a now-obscure genre of computer games called interactive fiction. Imagine that, since 1999, you've kept a weblog.

Imagine that, since 2003, you've taught journalism and new media courses, in which you have introduced students to weblogs and interactive fiction (among other topics, of course). 

Recently, after about five years of on-and-off research, you published an article that included archival material about the first interactive fiction game, Colossal Cave Adventure.  Thanks to the kindness of innumerable e-mail contacts, you have been able to study the source code -- recovered from a 30-year-old backup tape -- that had been considered lost. 

Imagine that you're now in the middle of teaching a unit on the materiality and persistence of digital culture, to a class that consists mostly of upper-level journalism students who have been blogging academically for years.  You've recently assigned Espen Aarseth's close reading of Infocom's interactive fiction work Deadline, and you just finished going through Matt Kirchenbaum's detailed forensic analysis of a 5 1/4 floppy disk containing the interactive fiction game Mystery House

And imagine that someone (not you) gets ahold of some archival material from Infocom. More than just some archival material, a complete copy of the company's networked hard drive, bristling with e-mails, production notes, source code, and demo files.


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Andy Baio offers some forensic digital journalism:

From an anonymous source close to the company, I've found myself in possession of the "Infocom Drive" -- a complete backup of Infocom's shared network drive from 1989. This is one of the most amazing archives I've ever seen, a treasure chest documenting the rise and fall of the legendary interactive fiction game company. Among the assets included: design documents, email archives, employee phone numbers, sales figures, internal meeting notes, corporate newsletters, and the source code and game files for every released and unreleased game Infocom made.

For obvious reasons, I can't share the whole Infocom Drive. But I have to share some of the best parts. It's just too good.

So let's start with the most notorious -- Milliways: The Restaurant at the End of the Universe, the unreleased sequel to Infocom's The Hitchhiker's Guide to the Galaxy. For the first time, here's the full story: with never-before-seen design documents, internal emails, and two playable prototypes. Sit back, this might take a while.


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Wired:
An enterprising photographer, Eadweard Muybridge, captured a series of snapshots -- a filmstrip -- of a horse trotting and definitively settled the question in the affirmative. You can see the horse in-motion and check out the geeky tech from this magazine piece on high speed photography.

Fast forward 130 years and we can now split a second into 2,000 of its constituent parts and examine them. One incredible example is the video of the yellow balloon exploding above. At that speed, the water appears much more viscous than it is, holding its shape for a few thousandths of a second before gravity pulls it to the ground.


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Information Week:

The recording played Thursday predates Thomas Edison's invention of the phonograph (previously thought to have recorded the first sound) by 17 years. It captured about 10 seconds of the French folksong "Au Clair De La Lune" on April 9, 1860.

Édouard-Léon Scott de Martinville recorded the voice by using a "phonautograph" to scratch sound waves onto a sheet of paper covered in black smoke from an oil lamp. He never intended to play the sounds. Instead, he archived the recording and patented a method for understanding sound. Researchers recently unearthed the recording at the Academy of Sciences (French) in Paris.

Audio historians, recording engineers, and scientists working in conjunction with the informal collaborative group First Sounds created high-resolution, high-grade scans of Scott's phonautogram, converted the images into digital form, and played the sounds on a computer with a virtual stylus. Then they evened out speed fluctuations and tweaked the tracks to pull the voice forward.


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When I was little, I loved a book about a little red lighthouse that was dwarfed by the construction of a new bridge. I was just thinking about that book recently, and made a mental note to ask my mother what the title was so I could get a copy and read it to my five-year-old. Today I was browsing on the book-sale table at the Latrobe library, when the very book I was looking for jumped out at me:



A few minutes with Google revealed something I never knew... apparently there really was such a little lighthouse that was scheduled for demolition, but when this book was published in the 40s, it proved so popular that the authorities decided to preserve the little lighthouse instead. (Photo by The Insider.)

RedLighthouse.png There's even a Little Red Lighthouse Festival!

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Scotsman:
"I did not see the pilot and even so, it would have been impossible for me to tell that it was Saint-Exupéry. In our youth at school we had all read him, we loved his books. I loved his personality. If I had known I wouldn't have fired. Not at him." -- 88-year-old Luftwaffe veteran Horst Rippert, speaking of Antoine de Saint-Exupéry, aviator and author of The Little Prince.

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March 7, 2008

Exit the dragon master

The Independent has a good tribute to Gary Gygax.
If D&D is a nerd's pastime, then there are a lot of nerds around. Guesstimate calculations - it's impossible to reach a precise total - suggest that Dungeons & Dragons has about 25 million regular players worldwide. Certainly Gygax made more than $1bn in sales since he invented it in 1974, a figure which he claimed surprised him, saying he thought he would have made about $50,000. And the game's legacy has been massive. "Interactive fiction" - the first commercial example being Infocom's Zork of 1981 - occupies the same landscape of abandoned mine-workings, semi-medieval villages, mysterious strangers and supernatural monsters as D&D, sometimes quite explicitly, as in the Infocom trilogy of Enchanter, Sorcerer and Spellbreaker. Sophisticated graphic games such as World of Warcraft, Quake and Doom draw so heavily on the D&D mindset that it's hard to imagine them without it. MMUDs - "Massive Multi-Player Online Dungeons" - make their debt clear in the name, and you might even view Second Life as a D&D game without a quest. D&D reanimated the fantasy genre of fiction, whether straight or, as in the case of Terry Pratchett (whose first Discworld novel appeared in 1983), comic; geeks, after all, notoriously love intricate jokes. From the sublime - the Armoured Bears in Philip Pullman's His Dark Materials trilogy - to Xena, Warrior Princess, the culture is rich in material which seems to link back to Gygax.
It's not true that Zork was the first commercial interactive fiction -- Scott Adams founded Adventure International in 1979. While the Scott Adams games were very minimalistic, "Adventureland" (1978 or 9) seems to have the honor of being the first commercial computer game for home PCs.

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Wired:

Gygax designed the original D&D game with Dave Arneson in 1974, and went on to create the Dangerous Journeys and Lejendary Adventure RPGs, as well as a number of board games. He also wrote several fantasy novels.

"I don't think I've really grokked it yet," said Mike Mearls, the lead developer of the upcoming 4th edition of Dungeons and Dragons. "He was like the cool uncle that every gamer had. He shaped an entire generation of gamers."


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Aardvarchaeology has a fascinating piece on abandoned suburban treehouses.

These sites and their formation processes reflect children's psychological characteristics. Kids have little sense of order, short memories and strange rationality. They also have no idea that childhood is brief and transient. They will happily fill their treehouses with junk without any thought that they might one day stop coming there. When adolescence strikes and the hormones get going, old childish haunts like these suddenly become the last places they want to visit. So everything is left wherever it dropped the last time someone came to play in the house.

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Grownups hardly ever leave their sites that way: we keep any useful stuff and tidy up the place before we leave. Often we will even tear the house down and bring the building materials to our next place of habitation. The grownup type of site most similar to abandoned treehouses is the homeless substance-abuser camp, which is also inhabited by people with thinking impairments. Such sites may be abruptly abandoned when their inhabitants die of overdoses, get thrown into jail or find someone with an apartment who's willing to take them in.

And the treehouse sites are hardly ever cleaned up. In fact, the children's parents often have only a vague notion of where the treehouse is. They may help to build it, but they don't feel responsible for it. It's out in the woods where only children and mushroom pickers see it: out of sight and out of mind. The mess there would never be tolerated in the back yard, just as most Westerners of today feel really uncomfortable in the stench and litter of Third World villages.


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Boing Boing interviews Bjarne P. Tveskov, a Lego designer who created many of the classic Space sets from the 80s.  I still have all my space legos, and my kids and I regularly play with them.

bjarne_set17.jpgMy LEGO career started when I was 17 years old; I saw an ad in the Sunday newspaper, they were looking for designers for the Space product line. No formal qualifications were required so just for fun I applied. They sent me a big box of LEGO bricks and asked me to create a Space model from imagination. Still got the model I made back then. (image coming later). At the interview I realized that the job was a full-time position in Billund, initially I thought that maybe it could be a freelance gig, but no. So when suddenly I was offered the job I had to ask my parents if it was OK if I quit high-school to become a Spaceship designer. They said it was fine, thinking I could always return to school later when I was done with the toy adventure. (But it never happened)

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Gettysburg College:
Students create text-based "interactive fiction" games that are rigorously derived from archaeological data and filled with references to Viking and other cultures. The games describe a scene or object in detail, then ask players to make a choice, such as "go east" or "take sword." Each decision leads to a new set of possibilities. "From an English professor's point of view, this is really creative writing," said Fee.
Don't forget the red lutkefish puzzle.

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January 30, 2008

Happy Thought for the Day

While walking an introductory class through a close reading of "The Defense of Fort McHenry" (better known as "The Star-Spangled Banner,") I noted that a student had wondered whether the appearance of "In God We Trust" on US currency had anything to do with the inclusion of a similar phrase, "In God is our Trust," in the poem that became the U.S. national anthem.

I confessed to the student that I didn't know the answer, and suggested that the next time a thought like that occurs to her, I'd love to have her share her findings with the class.

An hour or so later, that student showed up outside my office, with a printout from the U.S. Department of Treasury website, having found (and highlighted) the answer. 

That wasn't the only reason she wanted to see me, but I was still happy that she had taken the initiative to follow up on a class discussion, and that she wanted to share with me what she had found.

The other poem I chose for the day was Jabberwocky, which I've known by heart since high school, so it was a lot of fun to do the oral interpretation while supporting a quick-and-dirty reading of Carroll's famous nonsense poem as a version the hero's quest, and Alice's discussion with Humpty Dumpty as a spoof of the scholastic tendency to consult an authority (Humpty Dumpty, who "can explain all the poems that ever were in­ vented -- and a good many that haven't been invented just yet"), rather than encouraging Alice's instinctive reaction: "Somehow it seems to fill my head with ideas -- only I don't exactly know what they are!"

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January 28, 2008

Lego Timeline

Lego1958.pngThe Lego brick system was patented 50 years ago today. Gizmodo offers this timeline.

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